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Launch HN: Lifecast (YC W22) – 3D video for VR

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11–20 of 38 posts

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#11
This is awesome project! I looked into starting a "real world travel" app for oculus with recorded videos, but not having an easy way to record 6dof videos is a big problem for true VR experience with videos. If you can pull this off, you have the potential to actually make VR more mainstream outside gameverse. Good luck and congrats!

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#12

We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…

How does platform support look? We are building a VR exercise game/app [1] and those environments look awesome, but we are using GodotEngine not the usual Unity/Unreal ecosystem (same question goes for the OP)

[1] xrworkout.io

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#13

We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…

This looks amazing. I would pay 10 bucks a month for a variety of scenes + new scenes regularly.

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#14
post #12

We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…

How does platform support look? We are building a VR exercise game/app [1] and those environments look awesome, but we are using GodotEngine not the usual Unity/Unreal ecosystem (same question goes for the OP) [1] xrworkout.io

We're doing everything in Unity. The hard part is really in the encoding, so there is no reason we couldn't have the client be in Godot or even simply webGL, but that isn't our focus just yet.

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#15

We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…

Why don’t you guys have a Quest 2 app instead of just a mobile one?

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#16

We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…

This is where we were looking to go with our "metaverse for sports" app https://ayvri.com - Blending of 3D world geometries with video and photos captured from ground view, built into 3D models. I believe this is the future of video, I was calling it "spatial media" at the time.

We still operate Ayvri, but have mostly moved on to other projects.

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#17
Hi! Seems very nice! How do you compare with the MPEG's software RVS [0] that is used as the decoder in the next video standard?

Real-Time realistic 6DoF with only few images/videos, it is currently being ported to Oculus Quest 2 and next step includes MPIs ;)

Demo: https://d2dxqgbltsja2l.cloudfront.net/vimmerse-resource/choc...

[0] https://ieeexplore.ieee.org/abstract/document/9590541

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#18
I’ll address the elephant in the room; I think that at this time, the use case for this with the widest potential for adoption is VR porn. I would very much like to see how well this adapts to, uh, organic surfaces. I’m not joking, so please don’t downvote me. :)

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#19

We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…

Why don’t you guys have a Quest 2 app instead of just a mobile one?

Working on it!

Re: Launch HN: Lifecast (YC W22) – 3D video for VR

#20

Hi! Seems very nice! How do you compare with the MPEG's software RVS [0] that is used as the decoder in the next video standard? Real-Time realistic 6DoF with only few images/videos, it is currently being ported to Oculus Quest 2 and next step includes MPIs ;) Demo: https://d2dxqgbltsja2l.cloudfront.net/vimmerse-resource/choc... [0] https://ieeexplore.ieee.org/abstract/document/9590541

I have seen a few similar approaches. Basically, have several views with corresponding depth map, then render all of them and blend. As with MPI, the problem is the Quest 2 doesn't have enough GPU power to do the blending (in my tests at least). So I will be pleasantly surprised if this method runs on Quest 2, and even more surprised if it shows up on Quest 2 + WebVR. There are also limits of video decode resolution, so more views means lower pixel density in the output; VR video professionals are extremely sensitive to this. So an approach like this works better for photos than video.

In contrast, we do one view with 2 layers, and we composite them with no blending. This rendering/encoding is optimized to work with the limits of Quest 2.

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